/*
  ==============================================================================

   This file is part of the JUCE library - "Jules' Utility Class Extensions"
   Copyright 2004-11 by Raw Material Software Ltd.

  ------------------------------------------------------------------------------

   JUCE can be redistributed and/or modified under the terms of the GNU General
   Public License (Version 2), as published by the Free Software Foundation.
   A copy of the license is included in the JUCE distribution, or can be found
   online at www.gnu.org/licenses.

   JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
   WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
   A PARTICULAR PURPOSE.  See the GNU General Public License for more details.

  ------------------------------------------------------------------------------

   To release a closed-source product which uses JUCE, commercial licenses are
   available: visit www.rawmaterialsoftware.com/juce for more information.

  ==============================================================================
*/

#ifndef __JUCE_D3D9RENDERER_JUCEHEADER__
#define __JUCE_D3D9RENDERER_JUCEHEADER__

//==============================================================================
/**
    A base class that should be implemented by classes which want to render D3D9
    on a background thread.

    @see D3D9Context
*/
class JUCE_API  D3D9Renderer
{
public:
    D3D9Renderer() {}
    virtual ~D3D9Renderer() {}

    /** Called when a new D3D context has been created.
        You can use this as an opportunity to create your textures, shaders, etc.
        When the method is invoked, the new d3d context will be active.
        Note that this callback will be made on a background thread, so make sure
        that your implementation is thread-safe.
    */
    virtual void newD3D9ContextCreated() = 0;

    /** Called when you should render the next D3D frame.
        Note that this callback will be made on a background thread, so make sure
        that your implementation is thread-safe.
    */
    virtual void renderD3D9() = 0;

    /** Called when the current d3d context is about to close.
        You can use this opportunity to release any d3d resources that you may have
        created.

        Note that this callback will be made on a background thread, so make sure
        that your implementation is thread-safe.

        (Also note that on Android, this callback won't happen, because there's currently
        no way to implement it..)
    */
    virtual void D3D9ContextClosing() = 0;
};


#endif   // __JUCE_D3D9RENDERER_JUCEHEADER__
